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Ask HN: Anyone tried development using an Oculus?

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11–20 of 87 posts

Re: Ask HN: Anyone tried development using an Oculus?

#11
There was a guy on HN within the last year who was more or less F/T in VR. He posted about it and answered questions. I'm not sure if either of these are related but fine tuning searches might track them down:

  https://news.ycombinator.com/item?id=28678041
  https://news.ycombinator.com/item?id=29978036

Re: Ask HN: Anyone tried development using an Oculus?

#12

Perhaps a related or unrelated question. What is the easiest Oculus development environment. I want a very simple "hello world" thing. I'm an experienced web/backend developer. I just want 4 avatars in a room who can see each other and talk to each other. I don't care if the avatars are spheres or boxes, just that they can sell "Hello World". My current best guess is Unity, but perhaps there is something simpler to s…

Personally I found LÖVR [0] easy to use, based on Lua.

——

[0]: https://lovr.org/

Re: Ask HN: Anyone tried development using an Oculus?

#14

Perhaps a related or unrelated question. What is the easiest Oculus development environment. I want a very simple "hello world" thing. I'm an experienced web/backend developer. I just want 4 avatars in a room who can see each other and talk to each other. I don't care if the avatars are spheres or boxes, just that they can sell "Hello World". My current best guess is Unity, but perhaps there is something simpler to s…

Concurrent user streaming and hello world have a bit of distance between them.

Re: Ask HN: Anyone tried development using an Oculus?

#16
Was thinking something similar, but my glasses make it impractical. A company now offers prescription inserts, which I plan to order. https://www.vr-wave.store/products/oculus-quest-prescription...

However, even with my glasses on, the resolution is about 1/4 of what’s needed to perfectly render text. It’s also too heavy, and too hot for more than an hour.

But I’m interested in your experience.

Re: Ask HN: Anyone tried development using an Oculus?

#18
I have a quest2, I don't think it's anywhere near comfortable enough yet for prolonged use such as development. I've tried watching films in it and even that can get a bit too uncomfortable.

As you say they are still a bit heavy, it's tolerable for an hour of gaming but not work. Now that VR is mainstream I'm sure this will gradually improve, it would be nice to have something almost as light as a pair of glasses or maybe more realistically headphone weight, that would also make it feel a lot more convenient to take on and off without all the head strap paraphernalia. Might be worth revisiting the idea in a decade.

Re: Ask HN: Anyone tried development using an Oculus?

#20

Perhaps a related or unrelated question. What is the easiest Oculus development environment. I want a very simple "hello world" thing. I'm an experienced web/backend developer. I just want 4 avatars in a room who can see each other and talk to each other. I don't care if the avatars are spheres or boxes, just that they can sell "Hello World". My current best guess is Unity, but perhaps there is something simpler to s…

VR development is very video-gamey, so tools used for videogame development is used the most: Unity, Unreal Engine, bespoke engines written in C++, Godot, etc.

The default Oculus browser supports WebXR, so if you want a more webby tech stack you can start building using stuff like A-Frame or Mozilla Hubs. Though, be aware that whatever you can run in web-based VR is still pretty much second-class citizen status, with heavy performance/usability restrictions.

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